Word game

ABSTRACT

The present invention provides a word game that can be played for purely entertainment purposes or also as a learning experience. This is single- or multi-player game. As a one-player game, it resembles a memory or concentration game. The player is playing against himself. As a multi-player game, the players play against each other, involving memory and chance of the card deck and the game cubes. 
     The game contains a single deck of cards. Each card contains a sentence that the players need to complete. These sentences are of varying lengths. A set number of tiles are part of the game. The words necessary to complete the sentences on the cards are printed on the tiles. The tiles are shaped in such a way that they fit together to form the sentences. 
     During play, two (2) game cubes are rolled dictating the number of tiles that the player can turn over. The game cubes add an additional element of chance to the game, varying the number of tiles each player can turn over during his/her turn. 
     The player completing the most sentences wins the game. The win is contingent on remembering the position of needed tiles and the roll of the game cubes.

BACKGROUND OF INVENTION

1) Field of Invention

a) The invention relates generally to family entertainment/game field.

2) Background

a) A game can not only be entertainment but also a learning experience.This game will be in several themes touching on several demographicsectors—young children to adults.

b) Games in general are a great way to gather friends and familiestogether which fortifies the family unit by having fun.

SUMMARY OF THE INVENTION

A word game that is a single- or multi-player game, that tests theplayer(s) ability to remember the position of the word tiles in order towin the game; the game contains a single deck of cards, where each cardcontains a sentence that the players need to complete, where there are aspecific number of sentences based on the version of the game; a setnumber of tiles determined by the version of the game, wherepredetermined words are printed on the tiles, where the tiles are shapedin such a way that they fit together; 2 game cubes consisting of 6 sidesand when rolled dictates the number of tiles that the player can turnover, where one cube is marked by the numbers 0-5 and the other cube ismarked by 0,1,2; as well as a container used to carry all the pieces ofthe game and game playing instructions.

The tiles included with the game may be created using a variety ofmanufacturing materials—wood, plastic, metal, cardboard, compositematerials. The tiles may also vary in size depending on the version ofthe game.

The game cubes add an element of chance to the game, varying the numberof tiles each player can turn over during his/her turn.

The scope of the present invention is defined by the appended claims andis not affected by the statements within this summary.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1: Dimensional drawing of game tile and game cube illustrating theheight and depth of game pieces in accordance with disclosed design.

FIG. 2A: Front perspective view of the word tile illustrating how thetile is shaped in such a way that the tiles will fit together inaccordance with disclosed design.

FIG. 2B: Front perspective view of the word tile illustrating how thetile is shaped in such a way that the tiles will fit together inaccordance with disclosed design.

FIG. 3: Side perspective view of the word tile in accordance withdisclosed design.

FIG. 4: Perspective view of two (2) 6-sided game cubes in accordancewith disclosed design.

FIG. 4: Perspective view of Game Cube #1, numbered 0-5 in accordancewith disclosed design.

FIG. 4B: Perspective view of Game Cube #2, numbered 0-2 in accordancewith disclosed design.

FIG. 5: Perspective view of how the tiles are to be laid out at thestart of the game in accordance with disclosed design.

FIG. 6: Perspective view of game cards containing sentences relating tothe theme of the game version in accordance with disclosed design.

FIG. 7: Perspective view of the manner in which the word tiles fittogether to form a sentence in accordance with disclosed design.

FIG. 8: Perspective view of sample game container to hold word tiles,game cubes, game cards, and game instructions in accordance withdisclosed design.

FIG. 8A: Inside perspective view of sample game container to hold wordtiles, game cubes, game cards, and game instructions in accordance withdisclosed design.

DETAILED DESCRIPTION

The present invention provides a game that can be played for purelyentertainment purposes or also as a learning experience. As the gameinvolves memory skills and a chance element in the game cubes, botholder and younger players will be intrigued and remain interested. Asthe complete game will be contained in a compact container, it is easilytransported to be played anywhere. In play, only a small area is neededto hold the turned-over tiles and the cards.

The game contains cards with sentences of varying lengths. Thisincreases the chance factor whereby a player can select a card with 4words in the sentence and another player can select a card with 7 wordsin the sentence. The win is based on who remembers the position ofneeded tiles and the roll of the game cubes. The players do not have achoice of the sentences; they must draw the next consecutive card fromthe deck.

This is single- or multi-player game. As a one-player game, it resemblesa memory or concentration game. The player is playing against himself.As a multi-player game, the players play against each other, involvingmemory and chance of the deck and the game cubes.

FIG. 1 illustrates the game tile and game cube. The game tile is flatplaned, 2.5″ in height, 1.25″ in length and ½″ in depth. The game cubeis ½″ on all sides and is square in shape.

Referring to the drawings/images, FIGS. 2A, 2B, 3 illustrate the gametile. The game tile is flat planed, 2.5″ in height, 1.25″ in length and½″ in depth. The tile is made of suitable material depending on theversion of the game. However, regardless of the version of the game, thetiles will be shaped in such a way that they fit together to form asentence. The words of the sentences pertained in the game will beimprinted on the front of the tile 100.

Referring to the drawings/images, FIGS. 4, 4A, 4B illustrate the gamecubes utilized in the game. The ½″ game cubes are square in shape. Gamecube #1 101 is numbered 0-5, whereby the numbers 1-4 are contained onthe 4 vertical plains of the cube 102 and the number 0 and the number 5are imprinted on the horizontal planes of the cube (top and bottom) 103.Game cube #2 104 is numbered 0-2, whereby the number 1 is contained onthe 4 vertical planes of the cube 105 and the number 2 and the number 0are imprinted on the horizontal planes of the cube (top and bottom) 106.The maximum number of tiles a player will be able to turn over is seven(7). The least is zero and the player loses a turn.

FIG. 5 illustrates a simulation of how the tiles are laid out on theplaying area at the start of the game. The tiles are turned over in sucha way that the words are not visible to the players. As play continues,a player turns over the tiles as dictated by the number rolled on thegame cubes. Any tiles unused by the player are to be turned back over inthe same place. The major strategy of all players is to remember wherespecific word tiles are located in order to use them to complete theirsentences to win the game.

FIG. 6 illustrates the cards that contain the sentences the players musttry to complete. There will be a certain number of sentence cards perthe version of the game. Each player will select a random card. Thesentences on the cards will vary in length increasing the chance factorin the game. A player may select a sentence card with four (4) words ora sentence card with seven (7) words. The cards will be the same size2″L×1.5″ H, same shape and color. They will be completely uniform. Thesentence will be printed on one side.

FIG. 7 illustrates a simulation of how the game tiles are to fittogether to form the sentences pertaining to the version of the game.After the player turns over the number of tiles dictated by the numberrolled on the game cubes, the tiles that can be utilized to complete thesentence on his card will fit together in such a way to form thesentence at the player's station. Regardless of the version of the game,the game tiles will be shaped in a way that they will fit together toform the sentence.

FIGS. 8 and 8A illustrate a simulation of the game container that willhold all the word tiles 107, the game cubes 108, the game sentence cards109, and the game instructions. The container can be made of anyappropriate material; however, it will be sized to fit all components ofthe game and to be completely portable, allowing the players totransport it easily to play anywhere.

Method of Play

The word tiles are removed and placed faced down in a common areaaccessible by all players. The cards and game cubes are also removedfrom the container. The cards are placed in an area accessible by allplayers. To determine which player will go first, each player rolls agame cube. The player with the highest number goes first. If the playersroll the same number, the process continues until one of the playersrolls a higher number.

The player, who won the roll, picks a card from the deck. The nextplayer to the left of that player selects a card and so on until allplayers have a card. The player who won the roll rolls both game cubesand turns over the number of tiles dictated on the cubes. If the tile(s)turned over contains a word in the sentence on the card selected by theplayer, the player takes that tile(s) out of the common pile and placesit at their area. Any tiles that cannot be used are turned back over inthe common area. The next player rolls the game cubes and repeats theprocess described above. If the player rolls a zero, he/she loseshis/her turn and the next player rolls the game cubes.

This process continues until a player completes the sentence containedon the selected card. During this turn, the player turns over the numberof tiles dictated by the game cubes. Upon finishing the sentence, he/sheselects a new card and can use any unused tiles to complete the newsentence. At this point, it is the next player's turn to roll the gamecubes and continue play.

Play continues until one player completes the most number of sentences.

Incorporation into an Electronic Device

The Word game may be incorporated into an electronic device, such asiPhone®, Blackberry®, tablets, or related device and the virtual gamemay be played similarly as the word game. In an implementation using atouch screen, for example, the player can select a card, roll the gamecubes and turn over the respective number of tiles. The player would beable to select the tiles needed to complete his sentence and then turnback over the unused tiles.

In the virtual game added components may be selecting different versionsof the game to play. For younger players, there may be versions withvery simple sentences, perhaps containing pictures in place of words.For more mature players, there may be versions with religious,historical, entertainment themes. They may also be periodic shuffling ofthe tiles, thereby changing the positions of the word tiles, making thegame more challenging.

Users may play the game on an individual device or can link two devicesusing a network or the like in order to play against each other. Usersmay also play against the server if desired or they may play alone as asolitary situation. A timer may be incorporated to make the play moreexciting.

Each game in progress may be available at all times. The players may beable to suspend play and at any point in time resume play at the samepoint. Players may be able to send text messages via the server to eachother and other potential players before, during and after play.

Advantages

From the description above, a number of advantages of the embodiments ofmy Word Game become evident:

-   -   The game will interest players of all age groups and can be        played not only for entertainment purposes, but also for        educational purposes. There will be versions geared toward Pre-K        and Kindergarten players, focusing on word identification and        making cohesive sentences.    -   This game will be compact enough to allow players to transport        it easily and provide users a fun way to spend their time        anywhere. The playing area needed is also very small, allowing        the game to be played virtually anywhere.    -   The games cubes and the sentence cards add the element of chance        to a simple game of concentration. The strategy for players is        to remember the location of key words, but they are subject to        the luck of the draw which makes the game very exciting and        interesting.

While various embodiments of the invention have been described, it willbe apparent to those of ordinary skill in the art that other embodimentsand implementations are possible within the scope of the invention.Accordingly, the invention is not to be restricted except in light ofthe attached claims and their equivalents.

I claim: I. This Word Game is a single- or multi-player game,comprising: a single deck of cards, each card contains a sentence thatthe players need to complete, where there are a specific number ofsentences based on the version of the game; a set number of tilesdetermined by the version of the game, where predetermined words areprinted on the tiles, where the tiles are shaped in such a way that theyfit together; 2 game cubes consisting of 6 sides and when rolleddictates the number of tiles that the player can turn over, where onecube is marked by the numbers 0-5 and the other cube is marked by 0,1,2;a container used to carry all the pieces of the game. II. The game ofclaim 1, where the words are printed on tiles that are the samedimensions, which will vary based on the theme of the game. III. Thegame of claim 1, where the tiles are shaped in such a way that they fittogether vertically, horizontally, or diagonally based on the theme ofthe game. IV. The game of claim 3, where the tiles are manufacturedusing all appropriate materials, all types of plastic, wood, metal,cardboard, or composite materials based on the theme of the game. V. Thegame of claim 1, where the tiles are placed on the playing area faceddown to hide the words from the players to test the mental ability ofthe players to remember the location of the words during play. VI. Thegame of claim 1, where each sentence pertaining to the version of thegame is printed on individual cards. VII. The game of claim 1, where theselecting of the card determines the tiles the player needs to uncoverto complete the sentence printed on the card. VIII. The game of claim 1,where the chance element of rolling the two (2) game cubes determinesthe number of tiles the player can turn over. IX. The game of claim 8,where one cube is marked by numbers 0-5 and the other cube is marked by0,1,2; wherein the player rolls a 1, the player turns over one tile; theplayer rolls a 2, the player turns over two tiles; the player rolls a 3,the player turns over three tiles; the player rolls a 4, the playerturns over four tiles; the player rolls a 5, the player turns over fivetiles player rolls a 6, the player turns over six tiles; player rolls a7, the player turns over seven tiles; the player can turn over a maximumof 7 tiles. X. The game of claim 8, where the player rolls a zero, thatplayer losses his/her turn and the next player rolls the game cubes. XI.The game of claim 1, where the player rolls a number 1-7, the playerturns over that number of tiles where the player uncovers wordscontained in the sentence on his/her card the player takes the wordtile(s) out of the common pile. XII. The game of claim 1, where theplayer has taken the word tiles pertaining to his/her sentence, theother tiles not pertaining to his/her sentence are turn back over andremain in the common pile. XIII. The game of claim 1, where the nextplayer rolls the game cubes and follows the process described in claim11 and claim
 12. XIV. The game of claim 1, where a player rolls the gamecube and upon turning over the tiles completes the sentence on theselected card, where the player selects another card and can utilize anyunused tiles to complete the new sentence. XV. The game of claim 14,where the player who has not completed the sentence on the selected cardcontinues the process described in claim 11 and claim 12 until thesentence is completed. XVI. The game of claim 1, whereby all the tileshave been uncovered and used to complete the sentences of each player,the player with the most complete sentences wins the game. XVII. Thegame of claim 1, where a variation of the game in that the players donot use the game cubes, five tiles will be uncovered each turn toattempt to complete the sentences on the selected cards. XVIII. The gameof claim 1, where a variation of the game in that the players do not usethe sentence cards; Each player will select a tile from the common areawhere all the tiles are placed face-down; at their turn, each playerwill roll the game cubes and uncover the appropriate number of tiles toattempt to complete the sentence. XIX. The game of claim 1, whereby thegame will have several versions for players ranging in age 5 to adult.XX. The game of claim 1, the container will be of differentmaterials—plastic, wood, cardboard, composites or even various fabricsdictated by the version of game that contains all the pieces of the gameas well as playing instructions.